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красивый домик!

Спойлер

//Домик
new pol = CreateObject(19503, 2010.436523,-2702.673828,12.977105, 0.000000,0.000000,-179.899963);
new dom1 = CreateObject(19370, 2010.857299,-2700.733398,12.117730, 0.000000,0.000000,90.100021);
new dom2 = CreateObject(19370, 2016.821899,-2693.515869,12.161576, 0.000000,0.000000,-89.899971);
new dom3 = CreateObject(19370, 2021.153686,-2693.517333,12.117730, 0.000000,0.000000,89.899978);
new dom4 = CreateObject(19371, 2023.405639,-2703.437500,12.117730, 0.000000,0.000000,0.099999);
new dom5 = CreateObject(19371, 2023.395874,-2696.484863,12.023458, 0.000000,0.000000,0.000000);
new dom6 = CreateObject(19371, 2019.039184,-2710.661132,12.112224, 0.000000,0.000000,90.100028);
new dom7 = CreateObject(19371, 2010.418579,-2710.690673,12.115973, 0.000000,0.000000,-90.099975);
//Забор дома
new zabor1 = CreateObject(19462, 2025.750732,-2713.979736,9.772045, 0.000000,0.000000,0.000000);
new zabor2 = CreateObject(19462, 2025.757080,-2704.354248,9.773213, 0.000000,0.000000,0.000000);
new zabor3 = CreateObject(19462, 2025.730957,-2694.716552,9.771683, 0.000000,0.000000,0.000000);
new zabor4 = CreateObject(19462, 1994.641845,-2694.847900,9.768498, 0.000000,0.000000,0.000000);
new zabor5 = CreateObject(19462, 1994.650634,-2704.450195,9.773357, 0.000000,0.000000,0.000000);
new zabor6 = CreateObject(19462, 1994.658203,-2714.035644,9.788973, 0.000000,0.000000,0.000000);
new zabor7 = CreateObject(19462, 1999.414306,-2718.801025,9.786042, 0.000000,0.000000,90.099975);
new zabor8 = CreateObject(19462, 2009.022338,-2718.771728,9.784972, 0.000000,0.000000,-89.900032);
new zabor9 = CreateObject(19462, 2018.613159,-2718.758300,9.779290, 0.000000,0.000000,90.100044);
new zabor0 = CreateObject(19370, 2024.202148,-2718.743164,9.783570, 0.000000,0.000000,-89.800010);
//Окна
new win1 = CreateObject(1553, 2016.872314,-2693.401367,12.121423, 0.000000,-179.899978,179.800018);
new win2 = CreateObject(1553, 2021.147583,-2693.420410,12.197760, 0.000000,-179.800003,0.100000);
new win3 = CreateObject(1553, 2018.993408,-2710.764892,12.132126, 0.000000,-179.800018,0.099999);
new win4 = CreateObject(1553, 2010.419921,-2710.790039,12.136753, 0.000000,179.900009,0.000000);
new win5 = CreateObject(1553, 2023.502075,-2703.451904,12.133054, 0.000000,-179.899963,90.100067);
new win6 = CreateObject(1553, 2023.501708,-2696.520996,12.131401, 0.000000,-179.999969,89.999977);
//Двери и гараж
CreateObject(1505, 2010.121582,-2700.690429,10.767724, 0.000000,0.000000,0.000000);
CreateObject(1505, 1998.938720,-2710.816650,10.838074, 0.000000,0.000000,0.000000);
CreateObject(3595, 2002.021362,-2693.302734,10.760410, 0.000000,0.000000,90.199996);
//Домик Функция замены текстуры
SetObjectMaterial(pol,0,4550,"parkov_slvmrkt","colis_green_roof2",0);
SetObjectMaterial(pol,11,4529,"combul_dom2","combul2_11",0);
SetObjectMaterial(pol,1,4550,"parkov_slvmrkt","slav_kozyr",0);
SetObjectMaterial(pol,10,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(dom1,0,4529,"combul_dom2","combul2_11",0);
SetObjectMaterial(dom2,0,4529,"combul_dom2","combul2_11",0);
SetObjectMaterial(dom3,0,4529,"combul_dom2","combul2_11",0);
SetObjectMaterial(dom4,0,4550,"parkov_slvmrkt","slav_kozyr",0);
SetObjectMaterial(dom5,0,4550,"parkov_slvmrkt","slav_kozyr",0);
SetObjectMaterial(dom6,0,4550,"parkov_slvmrkt","slav_kozyr",0);
SetObjectMaterial(dom7,0,4550,"parkov_slvmrkt","slav_kozyr",0);
//Забор дома Функция замены текстуры
SetObjectMaterial(zabor0,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor1,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor2,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor3,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor4,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor5,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor6,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor7,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor8,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
SetObjectMaterial(zabor9,0,4550,"parkov_slvmrkt","altyn_wall_3",0);
//Окна Функция замены текстуры
SetObjectMaterial(win1,0,4968,"bat_anyhouses","bat49_ok_1_5",0);
SetObjectMaterial(win2,0,4968,"bat_anyhouses","bat49_ok_1_6",0);
SetObjectMaterial(win3,0,4968,"bat_anyhouses","bat49_ok_1_7",0);
SetObjectMaterial(win4,0,4968,"bat_anyhouses","bat49_ok_1_5",0);
SetObjectMaterial(win5,0,4968,"bat_anyhouses","bat49_ok_1_6",0);
SetObjectMaterial(win6,0,4968,"bat_anyhouses","bat49_ok_1_7",0);
//Конец

 

Спойлер

RI4pkfbsWQM.thumb.jpg.421722f778deaf364ce3cdb279fd6a2f.jpg

 

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    • Chopick
      От Chopick
      Всем здравствуйте! Делаю систему домов/бизнесов по туториалу knox know с плагином GoodArea. Есть проблема, если заходишь в интерьер бизнеса, то когда выходишь спавнит почему-то на пикап дома.

      Вот енумы:
       
      #define MAX_HOUSES 1000 #define MAX_BIZS 1000 enum house {         hID,         STREAMER_TAG_PICKUP:hPICKUP,         STREAMER_TAG_AREA:hAREA,         hOWNER[MAX_PLAYER_NAME],         STREAMER_TAG_3D_TEXT_LABEL:hTEXT[256],         STREAMER_TAG_MAP_ICON:hICON,         hPRICE,         hCLASS,         hINTERIOR,         Float:hX,         Float:hY,         Float:hZ,         Float:hA,         hCONDITION // Закрыт/Открыт } new House[MAX_HOUSES][house]; new Houses; new HouseGroup; enum biz {         bID,         STREAMER_TAG_PICKUP:bPICKUP,         STREAMER_TAG_AREA:bAREA,         bOWNER[MAX_PLAYER_NAME],         STREAMER_TAG_3D_TEXT_LABEL:bTEXT[256],         STREAMER_TAG_MAP_ICON:bICON,         bNAME[25],         bPRICE,         bTYPE,         bINTERIOR,         Float:bX,         Float:bY,         Float:bZ,         Float:bA } new Biz[MAX_BIZS][biz]; new Bizs; new BizGroup; enum interior_info {         intID,         intNAME[41],         intINTERIOR,         Float:intX,         Float:intY,         Float:intZ,         Float:intA,         STREAMER_TAG_AREA:intAREA } new Interior[MAX_INTERIORS][interior_info]; new Interiors; new InteriorGroup; Вот что у меня в OnGameModeInit:
      HouseGroup = CreateGroupGoodAreas(GoodArea:HouseEnter); InteriorGroup = CreateGroupGoodAreas(GoodArea:InteriorExit); BizGroup = CreateGroupGoodAreas(GoodArea:BizArea);  
      Вот стоки:
      GAResponse:HouseEnter(playerid, response, key, index) {         switch(response)         {             case GA_RESPONSE_PRESS_KEY:             {                 if(key & KEY_WALK)                 {                 if(House[index][hCONDITION] > 0 && House[index][hOWNER] == player_info[playerid][NAME] || House[index][hCONDITION] == 0)                 {                                         GoToInterior(playerid, House[index][hINTERIOR]);                                         SetPlayerVirtualWorld(playerid, index);                                 }                                 else if(House[index][hCONDITION] > 0 && House[index][hOWNER] != player_info[playerid][NAME]) return SCM(playerid, COLOR_RED, "[Ошибка]{ffffff}Этот дом закрыт на ключ!");                         }                 }                 case GA_RESPONSE_ENTER:                 {                     if(House[index][hOWNER] == 0)                     {                         CreateNoOwnerHouseTD(playerid);                         for(new i = 0; i < sizeof NoOwnerTextDraw_PTD[]; i++)                         {                             PlayerTextDrawShow(playerid, NoOwnerTextDraw_PTD[playerid][i]);                                 }                                 new price[8];                                 format(price, sizeof(price), "%d$", House[index][hPRICE]);                                 PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][2], price);                                 new id[9];                                 format(id, sizeof(id), "%d", House[index][hID]);                                 PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][0], id);                                 switch(House[index][hCLASS])                                 {                                     case 1: PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][1], "A");                                     case 2: PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][1], "B");                                     case 3: PlayerTextDrawSetString(playerid, NoOwnerTextDraw_PTD[playerid][1], "C");                                 }                                 for(new i = 0; i < sizeof NoOwnerTextDraw_TD; i++)                         {                             TextDrawShowForPlayer(playerid, NoOwnerTextDraw_TD[i]);                                 }                         }                 }                 case GA_RESPONSE_LEAVE:                 {                 for(new i = 0; i < sizeof NoOwnerTextDraw_PTD[]; i++)                 {                     PlayerTextDrawHide(playerid, NoOwnerTextDraw_PTD[playerid][i]);                         }                         for(new i = 0; i < sizeof NoOwnerTextDraw_TD; i++)                 {                     TextDrawHideForPlayer(playerid, NoOwnerTextDraw_TD[i]);                         }                 }         }         return 1; } GAResponse:BizArea(playerid, response, key, index) {         switch(response)         {             case GA_RESPONSE_PRESS_KEY:             {                 if(key & KEY_WALK)                 {                     GoToInteriorBiz(playerid, Biz[index][bINTERIOR]);                                 SetPlayerVirtualWorld(playerid, index);                 }                 }         }         return 1; } GAResponse:InteriorExit(playerid, response, key, index) {         switch(response)         {             case GA_RESPONSE_PRESS_KEY:             {                 new world = GetPlayerVirtualWorld(playerid);                 if(key & KEY_WALK)                 {                     if(world < MAX_HOUSES)                     {                         SetPlayerInterior(playerid, 0);                             SetPlayerVirtualWorld(playerid, 0);                             SetPlayerPos(playerid, House[world][hX], House[world][hY], House[world][hZ]);                             SetPlayerFacingAngle(playerid, House[world][hA]);                                 }                                 else if(world < MAX_HOUSES + MAX_BIZS)                     {                         world -= MAX_HOUSES;                                         printf("%d index world", world);                         SetPlayerInterior(playerid, 0);                             SetPlayerVirtualWorld(playerid, 0);                             SetPlayerPos(playerid, Biz[world][bX], Biz[world][bY], Biz[world][bZ]);                             SetPlayerFacingAngle(playerid, Biz[world][bA]);                                 }                         }                         if(key & KEY_CTRL_BACK)                         {                             if(player_info[playerid][HOUSE] != House[world][hID]) return SCM(playerid, COLOR_RED, "[Ошибка]{ffffff}Вы не владелец данного дома!");                             new dialog[256];                                 format(dialog, sizeof(dialog),                                         "{ffd900}[1]{ffffff}Информация о доме\n\                                         {ffd900}[2]{ffffff}%s дом",                                 (House[world][hCONDITION] == 1) ? ("{00ff00}Открыть") : ("{ff0000}Закрыть"));                             SPD(playerid, DLG_HMENU, DIALOG_STYLE_LIST, "{ffd900}Меню дома", dialog, "Выбрать", "Закрыть");                             return 1;                         }                 }         }         return 1; } stock GoToInterior(playerid, interior) {     for(new i = 0; i < Interiors; i++)         {             if(Interior[i][intID] != interior) continue;             SetPlayerInterior(playerid, Interior[i][intINTERIOR]);             SetPlayerPos(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ]);             SetPlayerFacingAngle(playerid, Interior[i][intA]);             SetPlayerCheckpoint(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 1.0);             new str[128];             format(str, sizeof(str),                         "Нажмите \"ALT\" для выхода\n\                         Нажмите \"H\", чтобы открыть меню дома");             Create3DTextLabel(str, -1, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 15.0, 0, 1);             return 1;         }         return 0; } stock GoToInteriorBiz(playerid, interior) {     for(new i = 0; i < Interiors; i++)         {             if(Interior[i][intID] != interior) continue;             SetPlayerInterior(playerid, Interior[i][intINTERIOR]);             SetPlayerPos(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ]);             SetPlayerFacingAngle(playerid, Interior[i][intA]);             SetPlayerCheckpoint(playerid, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 1.0);             new str[128];             format(str, sizeof(str),                         "Нажмите \"ALT\" для выхода");             Create3DTextLabel(str, -1, Interior[i][intX], Interior[i][intY], Interior[i][intZ], 15.0, 0, 1);             return 1;         }         return 0; }  
       
      Что мне делать, подскажите пожалуйста?